Here what I mean. If you copy the content for digital adboard from stadium with that kind of adboard, directly without changes, to other stadium with static adboards, you`ll put the info for diffuse and ambient textures from stadium with digitall textures to stadium with static, that mean that if for example static adboards are reading from 12 diffuse texture and 37 ambient texture and digital reading from 15 diffuse and 45 ambient when you copy from digital to static, the adboards from the stadium with static adboards will read from 15 diffuse and 45 ambient, which eaven may not exist like this in your stadium with static adboards, so you must to keep thay to stay 12 for diffuse and 37 for ambient.BFL TEAM;3357461 said:I dont know if it is writen, but this might help with the texture problem. There is a things which you must to keep from original adboard with hex editing. This things are the numbers of the ambient and diffuse textures from which the stadium read. When you keep this you`ll no need to edit with SW13. Latter I`ll show you screens with what I mean.
Here is not edited stadium with static adboards:
With red I have marked where is info for the number of diffuse texture from which is reading the stadium, with blue are the place for ambient texture. You must to keep them when you edit to change to digital and you must to have this:
As you see everything is changed to digital adboards, but with no changes in info for the textures, now in game I have perfectly working digitall adboards in stadium which never have them . In this file there is five position for adboards(two behind goal and three in long sides of the pitch) so if you want to make all digitall you must to do the same with other 4 position, or you may do 3 digitall and 2 static for example.
I hope it helps .